2eyez Posted January 14, 2008 Posted January 14, 2008 I think that's the most effect movie in Street Fighter. Great for anti-air and close quarter combat."You must defeat my Dragon Punch to stand a chance" Ken and Ryu.
Devia Eleven Posted January 14, 2008 Posted January 14, 2008 In the Goutetsu style of Ansatsuken, the Shoryuken was intended to kill anyone in one stroke. However in the Ansatsuken style of Gouken (the mentor of Street Fighter's main character Ryu), the Shoryuken was meant to bring defeat in one move, even without the Shoryuken's "initial killing touch" (hence its original billing as a "sure killing technique"). It is colloquially referred to as the "Dragon Punch". Up until Super Street Fighter II Turbo, the Shoryuken was invincible all the way up, and was only vulnerable on the way down. Since then, the properties of the Shoryuken have differed from game to game, but most of them have substantial invincibility at the very beginning of the move.
Wizard Posted January 14, 2008 Posted January 14, 2008 They removed it in SF3 series for the most part. No more invincibility on the way up. Back in ST, it was THE move to use against fireballers.
Sybarite Paladin AxL Posted January 14, 2008 Posted January 14, 2008 I prefer moves that close the gap quickly while attacking at the same time. The only one I can think of atm is the Shingo Kick.
BlackKnight Posted January 14, 2008 Posted January 14, 2008 Shoryuken may have the priority advantage, but Sagat's Tiger Blow (not Tiger Uppercut) owns it in terms of damage, hits and combo potential.
Sybarite Paladin AxL Posted January 14, 2008 Posted January 14, 2008 Shoryuken may have the priority advantage, but Sagat's Tiger Blow (not Tiger Uppercut) owns it in terms of damage, hits and combo potential. I prefer the Tiger Crush if you're factoring in speed, juggling and damage.
BlackKnight Posted January 14, 2008 Posted January 14, 2008 The crush is just faster- the Tiger Blow still wins out in juggling and damage. You can follow it up with a Tiger Shot / Cannon, roundhouse, or, if in the corner, another whole Tiger Blow.
Devia Eleven Posted January 14, 2008 Posted January 14, 2008 Tiger Uppercut is similar to Ken and Ryu's Shoryuken/Dragon Punch. Tiger blow had low priority against Shoryuken, but the priorities of Tiger Blow and Shoryuken were equaled in Alpha 3. Sagat's attacks do much more damage than Ryu or Ken. Sagat's supermoves such as "Tiger Genocide" have great priority.
Sybarite Paladin AxL Posted January 14, 2008 Posted January 14, 2008 The crush is just faster- the Tiger Blow still wins out in juggling and damage. You can follow it up with a Tiger Shot / Cannon, roundhouse, or, if in the corner, another whole Tiger Blow. Would that work against smaller characters? Considering their sprite gets out of Tiger Blow faster? I don't know really, I just prefer the Crush for the visual style of it. Combat has to be beautiful too, you know. And on that note, who's with me in agreeing that Sagat needs new moves?
BlackKnight Posted January 14, 2008 Posted January 14, 2008 In Alpha3 the HP Tiger Blow juggles all the time on everyone. If the game didn't have its own cap, you could keep could ad infinitum. The Crush is good for covering ground insanely quickly though. Sagat is my favourite SF character and it would be nice to see some new moves but he doesn't really need any. He has enough to deal with every range quite well.
Sybarite Paladin AxL Posted January 14, 2008 Posted January 14, 2008 I'm just saying that, from an artistic point of view, he's very dated. 2 Tiger blows, Tiger Uppercut and Tiger Crush. and that's it. I mean, same goes for Guile, he's in an even worse boat. If I'd make a fighting game, I'd have each and every character with at least 5 specials.
BlackKnight Posted January 14, 2008 Posted January 14, 2008 I dunno about that... SF has always been about a handful of iconic special moves, as opposed to the lot of weird looking ones you find in games like KoF. There is a lot you can do with Muay Thai as a style in a game... just not in Street Fighter. I'm kind of tripping over myself saying this but giving SF characters too many moves either gives them too much control over space or makes some of their existing moves redundant.
Sybarite Paladin AxL Posted January 14, 2008 Posted January 14, 2008 I dunno about that... SF has always been about a handful of iconic special moves, as opposed to the lot of weird looking ones you find in games like KoF. There is a lot you can do with Muay Thai as a style in a game... just not in Street Fighter. I'm kind of tripping over myself saying this but giving SF characters too many moves either gives them too much control over space or makes some of their existing moves redundant. Sure there is, just look at pre-venom-strike-whore-2003 King. Her Muai Thay is simply astounding. I'm looking at SF3, and I'm seeing characters more than just 3 moves. And it's great, they bring some more variety and personality to a character. And if both characters have more control over the battlefield, it makes it all the more exciting and fun, don't you think? 3 moves just seems like such a half measure to me...
Wizard Posted January 14, 2008 Posted January 14, 2008 Yet they gave Ryu a side kick in SF3 to expand his (marvelous) 2 moveset. A few moves is all you need, because it's very likely you'll be using those 3-4 moves as you base over and over unlike in other games.
Shoma Posted January 14, 2008 Posted January 14, 2008 I cant stand the dragon punch after its been whored from nearly every fighting game ever made. (I HATE ROY!!)I also hated what the vs series did to it... (Hit, then fly 34 feet in the air?)I only like shoryukens on sf movies now, they seem to keep its original intensity. I'll give it to alpha and turbo as well...
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